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Jahpahjay
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Posted - 2011.07.22 17:11:00 -
[1]
I have a question that I can't seem to find a definitive answer for: If I have enough target painters on a ship, will I be able to do full missile dmg regardless of whether they are going faster than the explosion velocity, or must I absolutely web them to get full damage?
I realize this may seem vague. If you need something more specific, I'm fitting 3 target painters with torps. I'm wondering if a 4th target painter will help at all or if a web would be more beneficial. Keep in mind, even faction webs will drastically cut down engagement range. So a web would need to have a substantial benefit over another painter to be worth it--which leads back to the original question 
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Exploited Engineer
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Posted - 2011.07.22 17:37:00 -
[2]
Edited by: Exploited Engineer on 22/07/2011 17:40:03
Originally by: Jahpahjay I have a question that I can't seem to find a definitive answer for: If I have enough target painters on a ship, will I be able to do full missile dmg regardless of whether they are going faster than the explosion velocity, or must I absolutely web them to get full damage?
As far as I remember the missile damage formula, the answer is yes.
If the targets sig is greater than the missiles explosion radius, then the missile will do full damage if (target_sig_radius / missile_explosion_radius) * (missile_explosion_velocity / target_velocity) is equal to or greater than one.
However, the inverse is not true: As long as the targets signature is smaller than the missiles explosion radius, the missile will never do its full damage, regardless of how slowly the target is moving.
However, I believe target painters are subject to stacking penalties. You may still get more damage out of your missiles if you fit a web instead of a fourth target painter. Especially since a web will increase the number you get out the above formula by more than 200%, while a target painter will only increase it by a few ten percent.
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Karl Mattar
Caldari Independent Navy Reserve The Fourth District
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Posted - 2011.07.22 19:34:00 -
[3]
Edited by: Karl Mattar on 22/07/2011 19:35:49 You need a web if the target is faster than your explosion velocity, or he will speed-tank your missiles and you won't reach full damage. It may not be much, but you've got to slow down the target to do 100% of expected damage.
Signature is only a portion of the equation. Consider your web for velocity to be the equivalent to the target painter for signature.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2011.07.22 19:51:00 -
[4]
Originally by: Karl Mattar Edited by: Karl Mattar on 22/07/2011 19:35:49 You need a web if the target is faster than your explosion velocity, or he will speed-tank your missiles and you won't reach full damage. It may not be much, but you've got to slow down the target to do 100% of expected damage.
Signature is only a portion of the equation. Consider your web for velocity to be the equivalent to the target painter for signature.
No, if the target's sig is n times greater than the missile explosion radius, then a target travelling n times faster than your missile's explosion velocity will still take full damage.
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Exploited Engineer
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Posted - 2011.07.22 20:31:00 -
[5]
Originally by: Gypsio III No, if the target's sig is n times greater than the missile explosion radius, then a target travelling n times faster than your missile's explosion velocity will still take full damage.
That is how I understand the missile formula. You can compensate for a target going too fast by inflating its signature via target painters, but you cannot (fully) compensate for small target signature by merely slowing the target down. Even if the target in the latter case is sitting still, it will not take full damage from missiles.
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VKhaun Vex
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Posted - 2011.07.22 20:45:00 -
[6]
I think the arguement he made was not against your mechanics posts, but about how it goes in-game.
Even if it's technically possible in the formula with high enough numbers plugged in, target painters may just not be effective enough to reach that point where a web isn't needed, due to stacking penalties. Depending on target of course.
Quote: Nothing in EVE will ever require real life money, as long as players are selling PLEX for ISK. Not even the monocle! http://cdn1.eveonline.com/community/devblog/2011/currencyCycle.jpg
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